Idol Showdown/Coco Kiryu/Combos

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Combos

Combo Notation Help
Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one.

For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary.

#X Input writted with numpad notation for the direction/motion input followed by the action.
X > Y X input is cancelled into Y.
X, Y X input is linked to Y, meaning Y is done after X's recovery frames.
X~Y This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling".
[X] Input X is held down.
{X} Input is partially charged (as in, not tapped but not held to full charge either).
(X) Input X is optional. Typically, the combo will be easier without this input.
X/Y Choose between input X or input Y.
#jc Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo.
j.X Jumping input X. X should be input while airborne.
dl.X Delayed input X. There will be some delay before inputting X.
CH X Counterhit with input X. This is used for combo starters that require counterhit confirm.
OTG X Input X while the opponent is knocked down but still able to be hit.
X(n) Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding.
scc Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special.

Combo Theory

2H anchors the opponent to a specific spot on hit. This means combos after 2H are consistent, and starters that lead into 2H can be freely mixed and matched with combos that lead out of 2H.

3H is an unburstable hard knockdown. The next hit after it in a combo is guaranteed damage, so do something that hurts.

Beginner Combos

Combo Difficulty Damage Cost Meter Gain Location
  • Coco's most important combo.
  • If 2H is blocked, input 5H instead of 22M to make yourself safe.
  • if 5H is blocked, input 22S instead of 3H to make it safer and build meter.

Combo Starters

This section lists blockstrings, grabs, and anything else Coco has that leads directly into a combo.

Combo Difficulty Damage Cost Meter Gain Location
  • Typical blockstring. Everything can be delayed for a frametrap. Combos on hit (most of the time) and can be cancelled into a command grab at any point.
  • 5H > 22S is safe at only -2, which is good enough to disrespect with 236G/236S or a well spaced normal. 5H > 3H is unsafe on block but single-hit confirmable from a 5H frametrap.
  • Beware of opponents mashing out invincible moves. 2M, 5M, 2H and 3H are all punishable on block, which makes mashing DP a low risk option for the opponent unless you can push yourself out of range.
  • 5M is needed to stay close to the opponent. 5H is needed to be safe on block. Anything else can be skipped to mix things up.
  • 2M > 5M whiffs at long range, so it's better to start from 5M at a distance.
  • 2H > 5H at point blank in the corner does not combo against anyone except Coco. Either space 2H to connect at the tip of its range or skip it.
  • 3H is unsafe depending on the opponent and the distance. 3H > 22S is even less safe so should be avoided.
  • A swapped move order to avoid the 2H > 5H whiff issue.
  • 5M > 5H > 2H does not connect at max range. Delaying 5M > 5H helps 2H to connect from longer ranges.
  • Combo from max range 2M.
  • scc 236L leads into a full combo, but is unsafe on block so must be confirmed.
  • 5H pops the opponent slightly into the air on hit, allowing it to combo into 22X against grounded opponents.
  • Deals more damage than 5H > 3H, but is not single-hit confirmable and only works when close to the opponent (i.e. after 5M)
  • An unfortunately slow grab. Don't expect to land it often, but if you do then make the most of it.
  • Cancelling forward dash into 236S carries the momentum into the airborne followup.
  • Refer to the OTG Combos section for details.
  • Typically used to convert after 3H or 214L or any grab, with options to spend resources to pick up into a full BnB combo.

Combo BnB

This section lists combos using the basic starter of (2L/5L) > 2M > 5M > 2H.
Anything listed in the combo starter section that includes 2H will also work with these combos. Simply replace everything up to 2H with the different starter.

There are two important things to note about 2H > 5H that are applicable to many of these combos.

  • 2H > 5H > 214L, 5M does not work midscreen against Coco.
  • 2H > 5H whiffs at point blank in the corner against anyone except Coco.

These issues can be worked around by either skipping 5H entirely, or at a close enough range by swapping the order to 5H > dl 2H.

Combo Difficulty Damage Cost Meter Gain Location
  • Meterless burn loop.
  • A SCC extension of the previous combo.
  • scc 236L, 2M > 5M is somewhat difficult to time. Skip 2M for consistency.
  • scc 236L can be replaced with scc 22S near the corner to create enough distance for 2H > 5H to connect properly.
  • A SCC route that aims for real damage rather than burn damage.
  • 22M and 22L can be done in any order as long as they alternate.
  • 3H deals up to 27 more damage but is harder to make safe on block than 2H, meaning it must be hit-confirmed earlier.
  • A more difficult version that requires a strictly timed microdash.
  • A SC dump combo that aims for the middle ground of both regular damage and burn damage.

Combo Enders

This section lists different ways to end after any of the above combos. Typically directly after the second 214L of a combo.

Combo Difficulty Damage Cost Meter Gain Location
  • Consistent ender that can be followed up with an OTG for more damage.
  • Deals 70 more burn damage and re-stands the opponent into a close range IPS reset.
  • Only possible if 3H was not already used twice each in the combo (e.g. For 3H 214M burn loops).
  • scc 236L loops straight back into another combo ender.
  • Works better near the corner, which prevents the opponent from being knocked too far away for an OTG or pressure.
  • With careful combo routing, this can be used to IPS re-stand the opponent after already hitting with 214L and 214M twice each for 500+ burn damage.
  • A more situational version that requires neither 3H or 5H to have already been used twice in the combo (e.g. Burn loops with 2H > 5H > 214L or 3H > 214M).
  • 2H > 5H > 214L sets up the height for this to work consistently midscreen. Other situations require a delayed 5M or 3H.
  • Deals 10 extra burn damage. Normally only works in the corner, but can be accomplished midscreen by using 214L/214M scc 236L to close the distance.
  • Can be worked into any of the above combo enders, but be aware that it makes 3H much more difficult to connect.
  • A more optimal variant that deals nowhere near enough extra damage to justify the difficulty.

OTG Combos

This section lists alternate ways to continue or end a combo after almost any knockdown.

There are a few things to be aware of when performing OTG combos:

  • It is not necessary to Super Chat Cancel into an OTG. When performing an OTG after a special move, avoid wasting Superchat meter by making sure to wait until the special move has ended.
  • There is a limit of 3 OTG hits per combo. The third OTG hit in a combo triggers the Infinite Prevention System (IPS), which re-stands the opponent into an unhittable state.
  • 22H knocks the opponent down when used as an anti-air, but restands the opponent when used as an OTG. Make sure to hit them with the correct timing.
Knockdown OTG Notes
3H 66 > 22G/22H
3H 236L, 22G/22H Works at extreme whiff punish ranges.
22L / 22M 22G/22H
236[L] / 236H / 214G 22G/22H
214L 66 > 22G/22H 22G only works after a close 214L.
22H works at regular distances but not after a long range whiff punish.
214M (Close) 22G/22H Even more range dependent than the above. More realistic in the corner.
236G 66 > 22G/22H Midscreen 22G is frame perfect and character specific. Stick to 22H unless near the corner.
G/4G (Corner) 66 > 22G/22H Dash before 22H is not necessary if close enough to the corner.
236S 22H
Combo Difficulty Damage Cost Meter Gain Location
  • Pick up into full combo. The timing of dash 5L is very strict.
  • Uses an extra superchat to make the pick up significantly easier.
  • Can loop up to 3 times, after which it triggers a +44 on hit IPS state.
  • Corner only SC variant of the above combo.
  • Works against Coco midscreen.
  • Can continue into scc 214L to extend the combo (see above).
  • Corner only variant of the above combo.
  • scc 22M works against Coco midscreen.

Collab Combos

This section lists combos only possible when using a collab.

Combo Difficulty Damage Cost Meter Gain Location
  • Ame pickup into BnB.
  • 214S should be timed on the way down after the post-grab bounce, but before getting too close to the ground.
  • Spending an extra bar on OTG 22H after an Amelia combo reaches the OTG limit and re-stands the opponent for very strong mixup potential.
  • The same as the previous combo, but after 3H instead.
  • It's trivial to input 214S on reaction to 3H hitting, and it deals A LOT more damage than 3H > 22H.
  • Deals less damage, but starts with a re-stand after j.L, allowing for a command grab reset at any moment.
  • 214S must be done reasonably late to provide enough time to jump in from long range.
  • An alternate re-stand using 5L. Slightly easier to do from longer ranges and allows for some extra gimmicks.
  • 2L, 66 > 5L is a link that only works when 2L hits an opponent during a re-stand. It sacrifices a significant amount damage but builds slightly more meter and sets up some alternative reset timings.
  • 3H is noteworthy due to its usefulness as a combo starter, but this can also be done after any other knockdown, including 236G.
  • Non-burstable combo. Guaranteed damage that's ideal for finishing a round.
  • An attack must already be active at the moment Ame hits the opponent to prevent them from bursting in between the hits, which provides a 3 frame timing window for 3H.
  • Even if 3H is done 1 frame later than the window, the opponent only has a 1 frame window to input burst. 2 frames late gives them a 2 frame window, etc. So this is still difficult to escape even when not executed perfectly.
  • Picks up the opponent for a BnB after Kanata's grab without using any extra resources.
  • It's possible to dash from full screen and still make it in time to combo.
  • 214M should be input just before the second hit of the grab so it hits late in the animation.
  • It's also possible to combo after Kanata's grab with anything in the OTG Combos section.
  • Using Soran Bushi at any point during the animation of one of these side-switch grabs causes it to pull the opponent towards Coco instead of pushing them away.
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